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View Full Version : Melee changes that did not go in; but did some go in?


Troxx
02-11-2019, 12:44 PM
Minimum hit on paladin did not go up, so the 2h dmg bonus changes are definitely not in effect. Having said that; 4 fights solo in KC with the same buffs before and after did show a bump in my max hit (198-202) and average hit (94-96). Granted this is a limited sample but in none of the preceding 26 fights before the patch did I score a hit over 200 with the same buffs with the same weapon.

I know part of the patch was knights would get put on same melee tables as warriors ... could this part have gone in or do I just have too small of a parsing sampling size to really tell a difference?

When the 2h dmg bonus goes in, this weapon goes up to a bonus of 40 per hit from whatever it is capped at currently.

Legidias
02-11-2019, 01:20 PM
I forget if paladins had the skill cap bug on defense only or not, but supposedly that was fixed (instead of needing to zone to CS to fix skill caps). That might be why?

Snaggles
02-11-2019, 01:31 PM
The Narandi is now 44/45 but besides that I can't really tell a difference so far.

Troxx
02-11-2019, 01:36 PM
my defense is bugged at 224

Troxx
02-11-2019, 01:43 PM
Flash of light is noticably less aggro now

enjchanter
02-11-2019, 02:02 PM
My red sword warrior epic is not offhand usable

Bardp1999
02-12-2019, 03:37 AM
Disease cloud does way less agro, my melee damage seems noticeably better by a small margin....low end hits seemed more rare but not gone.

bernardsalmon
02-12-2019, 05:48 AM
Just dinged 50 so it could be that, but I'm noticing my flash of light isn't pulling nearly as much agro. Is it finally time to retire it?

Ennewi
02-12-2019, 06:33 AM
Just echoing what others have said. Flash of Light seems to be half as aggro-laden as before, or thereabouts.

Tested at low levels...not guaranteed one cast aggro anymore. Rogues backstab and get turned on. Can't use FoH sparingly. Easy to go OOM from chain pulls without mana regen, which means having to sit and meditate rather than pull.

Tested at high levels...noticeable difference, requiring more diligent casts and taunt use. Mana is less of an issue, but interrupts can lead to mob turning on dps initially.

Stuns seem to hold aggro as well as before. Might consider carrying an alternative proc weapon, for times when there is no mana regen available, especially ones that proc root.

Have yet to test Flame Lick or Disease Cloud.

Arkanjil
02-12-2019, 05:01 PM
Bio Orb aggro is noticeably down as well :( That sucks!

Troxx
02-13-2019, 12:08 AM
Yeah this patch was not supposed to nerf aggro for the classes that can actually cast the spell.

enjchanter
02-13-2019, 12:11 AM
My red sword warrior epic is not offhand usable